71 lines
2.4 KiB
GLSL
71 lines
2.4 KiB
GLSL
/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2013 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Program Name: FFPLib_Transform
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// Program Desc: Transform functions of the FFP.
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// Program Type: Vertex shader
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// Language: GLSL
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// Notes: Implements core functions for FFPTransform class.
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// based on transform engine.
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// See http://msdn.microsoft.com/en-us/library/bb206269.aspx
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void FFP_Transform(in mat4 m,
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in vec4 v,
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out vec4 vOut)
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{
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vOut = m * v;
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}
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//-----------------------------------------------------------------------------
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void FFP_Transform(in mat4 m,
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in vec4 v,
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out vec3 vOut)
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{
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vOut = (m * v).xyz;
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}
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//-----------------------------------------------------------------------------
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void FFP_Transform(in mat3x4 m,
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in vec3 v,
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out vec3 vOut)
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{
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vOut = mat3(m) * v;
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}
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//-----------------------------------------------------------------------------
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void FFP_Transform(in mat4 m,
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in vec3 v,
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out vec3 vOut)
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{
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vOut = mat3(m) * v;
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}
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